Related papers: Caleidoscope-roulette: the resonance phenomena in …
There is a common belief that humans and many animals follow transitive inference (choosing A over C on the basis of knowing that A is better than B and B is better than C). Transitivity seems to be the essence of rational choice. We…
Formal models of games help us account for and predict behavior, leading to more robust and innovative designs. While the games research community has proposed many formalisms for both the "game half" (game models, game description…
Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design…
Before the computer age, games were played in the physical world where players would have to interact with real objects and each other, triggering a series of emotions. Nowadays, the computer games have become one of the most popular forms…
Quantum phenomena have remained largely inaccessible to the general public. This can be attributed to the fact that we do not experience quantum mechanics on a tangible level in our daily lives. Games can provide an environment in which…
We introduce GuessWhat?!, a two-player guessing game as a testbed for research on the interplay of computer vision and dialogue systems. The goal of the game is to locate an unknown object in a rich image scene by asking a sequence of…
Communication is rarely perfect, but rather prone to error of transmission and reception. Often the origin of these errors cannot be properly quantified and is thus imprecisely known. We analyze the impact of an ambiguous noise which may…
In recent years, significant advances have been made in the field of game research. However, there has been a noticeable dearth of scholarly research focused on the domain of dynamics, despite the widespread recognition among researchers of…
Sender-receiver interactions, and specifically persuasion games, are widely researched in economic modeling and artificial intelligence. However, in the classic persuasion games setting, the messages sent from the expert to the…
Maldaimonia is a new experiential concept that refers to self-actualization and self-expression through egocentric, destructive, and/or exploitative activities. Still, it is unclear whether maldaimonia is an actual facet of real experience.…
Language carries thought and coordination among humans but rarely reaches further along the spectrum of diverse intelligence. Yet non-neural systems -- from gene regulatory networks and microbial consortia to fungi -- are increasingly…
A generalized model of games is proposed, in which cooperative games and non-cooperative games are special cases. Some games that are neither cooperative nor non-cooperative can be expressed and analyzed. The model is based on relationships…
Particle Dobble is an open-access, gamified learning tool designed to address persistent misconceptions in particle physics education by symbolically representing elements of the Standard Model. Aimed at upper secondary and introductory…
Resonances, which are also described as autoionizing or quasi-bound states, play an important role in the scattering of atoms and ions with electrons. The current article is an overview of the main methods, including a recently-proposed…
Procedural generation is used across game design to achieve a wide variety of ends, and has led to the creation of several game subgenres by injecting variance, surprise or unpredictability into otherwise static designs. Information games…
A new type of asymptotic behavior in a game dynamics system is discovered. The system exhibits behavior which combines chaotic motion and attraction to heteroclinic cycles; the trajectory visits several unstable stationary states repeatedly…
An idealized, though simplistic, view of the referring expression production and grounding process in (situated) dialogue assumes that a speaker must merely appropriately specify their expression so that the target referent may be…
Cirquent calculus is a proof system manipulating circuit-style constructs rather than formulas. Using it, this article constructs a sound and complete axiomatization CL16 of the propositional fragment of computability logic (the…
We consider two-player zero-sum games on graphs. These games can be classified on the basis of the information of the players and on the mode of interaction between them. On the basis of information the classification is as follows: (a)…
We attempt to make superdeterminism more intuitive, notably by simulating a deterministic model system, a billiard game. In this system an initial 'bang' correlates all events, just as in the superdeterministic universe. We introduce the…